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Index > Classes > Surgeon

Surgeon

The Surgeon is a healer with a specialized focus: he cuts you open and rearranges your inner gooey bits so that everything works the way it should...or at least, the way he wants them to.

Prerequisites:
Heal: 4
Knowledge (Medecine): 4
Knowledge (Nature): 4
Feat: Field Dressings

Alignment: Any
Hit Dice: d6
Skills: 6 + int, per level
Class Skills: Appraise, Bluff, Diplomacy, Heal, Knowledge (History), Knowledge (Local), Knowledge (Medicine), Knowledge (Nature), Knowledge (Warfare), Linguistics, Perception, Profession, Sense Motive, Sleight of Hand
Proficiencies: none

Level: BAB: Fort Save: Ref Save: Will Save: Special:
1 +0 +1 +0 +2 Surgery
2 +1 +2 +0 +3 Field Dressings +1d6
3 +1 +2 +1 +3 Do No Harm
4 +2 +2 +1 +4 Field Dressings +1d6
5 +2 +3 +1 +4 Replacement Parts
6 +3 +3 +2 +5 Field Dressings +1d6
7 +3 +4 +2 +5 Cybernetic Enhancement
8 +4 +4 +2 +6 Field Dressings +1d6
9 +4 +4 +3 +6 Master Surgeon
10 +5 +5 +3 +7 Field Dressings +1d6
Surgery

The Surgeon is trained to provide treatment of major and traumatic injuries. With an hours work the Surgeon can heal a living creature a number of hit points equal to his class level plus his wisdom modifier. This ability requires and expends 5 uses of a First Aid Kit. Most physical actions will interrupt this ability, and prevent it from working.

Field Dressings

A Surgeon is well practised and trained at triage and providing first aid. At second level the Surgeon gains Field Dressings as a bonus feat (if he already has Field Dressings he gains a 1d6 bonus to the hit points he grants with it). At every even level after that, he grants an additional 1d6 temporary hit points when using his Field Dressings ability.

Do No Harm

Physicians make a life of repairing injuries, and are loath to cause them. Fortunately, their advanced medical training makes this quite straightforwards. Surgeons can deal nonlethal damage with most non-explosive weapons without penalty.

Replacement Parts

The Surgeon's abilities have grown beyond simply repairing injuries. Assuming the proper facilities are available, he can replace entire limbs and organs. These replacements are typically cloned in tanks, but they can be taken from other compatible sources as well. While the actual implantation process takes 2 hours, creating a suitable replacement organ or limb takes roughly a day.

Cybernetic Enhancement

While incredibly expensive, it is possible for a skilled surgeon to enhance a person's physical attributes, granting a permanent enhancement bonus to a single stat of between +1 and +5. The cost of this this surgery is generally quite excessive though, which prohibits it's mass use.

Master Surgeon

When using an ability that heals or grants a random amount of temporary hit points, the Surgeon automatically heals or grants the maximum result.